AMF Bowling Pinbusters! (iPhone) Review


 
Feature
Date
10/19/2009 7:04:55 PM
  
In Short
Even if the game was free, I'd still have a hard time recommending it...
  
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AMF Bowling Pinbusters! is an attempt to introduce a little more flavor into the bowling genre on the iPhone platform. Sure, great looking games with useful and intuitive controls have been done already, but screw those guys. Pinbusters! seems to follow the train of thought that you haven't played a real bowling game until you've been immersed into a global competition of poorly scripted characters and controls that make me wish accelerometers were never invented. Before going any further I'd like to say that, having spent a few years around a bowling alley when I was growing up, I have a certain amount of respect for the sport and usually look forward to a clever simulation. Unfortunately, Pinbusters! falls short of this after you hit the menu system and never really recovers.

There is no way to select the level of difficulty as you hobble through the menu system that was clearly not designed for the iPhone interface, so I can't really cover that, but I can say that the option would probably be pointless as the physics appear to be broken and it doesn't matter how well you bowl, there will always be some sort of luck required to knock all ten pins down. One thing Pinbusters! does have is a few different modes, including a 'quick play' and 'practice' mode so you can try to get a handle on how the different phases of each shot happen. I recommend these because there's no tutorial, and the scrolling text hidden away in the options menu that describes how to swing the ball leaves out details like where on the screen you can tap to advance to the next part of your shot. You'll need this information to keep yourself from throwing your phone out the window in frustration over why some parts of the screen appear to respond, while the others drop your taps into a void of despair. Once you get the hang of trying to balance your phone perfectly upright, or have given up and laid it down on the table to prevent it from steering your player (or ball) during either phase of the shot, because both touch and accelerometer controls are enabled by default and both stay on no matter what you do, you can fire up the 'world cup' mode to vie for the world's most coveted soccer award.. no wait, that's not right.. moving on.

Along your travels, you will roll your ball down the gutter of 12 eccentrically designed lanes each with their own character counterpart that will deliver some of the cheesiest one-liners I've ever had the privilege to groan about. I get the feeling that underneath the light and flaky layer of disappointment Pinbusters! serves up in the fun department, there was actually a decent idea to try and make bowling exciting. Which is really too bad, because I think with a little more work they could have cleaned things up a bit and presented it in a much friendlier light than it shines now.

I've touched on the issues with controls and menus, but some of the other problems I had with the game were far more basic, and in turn that much more difficult to understand why they weren't thought of during the development process. My primary example of this is the lack of ability to save your progress as you play through the 'world cup' mode. The game definitely keeps track of which characters you've defeated, allows you to play as them, and bowl on their lanes in other modes, but any interruption, either from a phone call or other need to exit the application, will land you a one way trip back to the starting point. Maybe this is how the game attempts to extend its replayability, but saving the current user state is a feature that nearly 90% of every other game in the app store possesses, and the ones that don't typically find themselves thrown to the bottom of the app barrel by discontent gamers. Another mode I was happy to see, but left me wanting more was multiplayer. The pass-and-play only functionality is nice, but with so many games utilizing the iPhone OS 3.x API's to allow for battles over WiFi and Bluetooth connections it doesn't move the Pinbusters! score ahead, and I'm guessing it also isn't helping to sell any extra copies.

The last game play feature I'll tackle before moving on is physics. I've watched more bowling than I care to admit, and I can almost positively say that there is something not quite right with the Pinbusters! physics engine. The game doesn't deliver any camera angles to help prove that pin action is weird, but it's almost as if the ball has the ability to blow directly through a subset of pins while not knocking over any neighboring targets that clearly should be taken out based on the speed and angle of attack. The best description I can offer towards this is that the pins appear to be heavily weighted and at times, strangely anchored to their spots. Even stranger, I witnessed what I like to call the vacuum shot on multiple occasions where the sheer velocity of a ball passing by a pin seemed to cause the top of it to be sucked in and fall towards the near miss path. I also attempted to get some consistency out of the physics engine by bowling directly down the middle of the lane at different power levels. Highest power returned the same 4, 6, 7, 10 split every time, but the lowest shot power returned all sorts of interesting and random results including a number of strikes.

I had a hard time deciding how to grade the graphics of Pinbusters!. I have to give credit to any developer willing to take a shot at 3D graphics on the iPhone. As with any mobile platform, developers face a restrictive set of system resources to pull from and the need to plan out how you're going to use those resources over the course of your application becomes incredibly vital. I was about to give Pinbusters! a pass on the category until I remembered that I'm looking at a port of an already released N-Gage title and that this game had an even more limited set of resources before it found a new home on the iPhone. Everything from texture quality, to the 2D-looking ball you roll down the 3D lane, to the suffering frame rate, left me struggling with a new found sense of abandonment.

Focusing my thoughts elsewhere and repressing the worrying graphics realization I had just come to, I turned to audio in the hopes that Pinbusters! might offer a soft melody or two to calm my nerves or maybe a guitar riff that would attempt to melt my face as I haphazardly downed my opponents in a quest for world domination. Alas, there was none of that to be had, and the mid-quality audio which sounds to have made its way over with the rest of its brethren from the previous platform, left me yearning for the ability to be able to select music from my own iPod collection. I would have even settled for the audio to simply understand that I had flipped the mute switch, but it's better this way as I probably would have been far more frightened to see something working at this point.

Final Rating: 28%




ID: 691-1501

Transmitted: 5/23/2013 4:32:29 AM